Fei Long Q&A: Ask simple questions here!

Hy = HK

i wouldn’t use HK CW as freely to escape x-ups…some methods that vary by height of opponent:

*i would **test ** LK CW vs early x-ups tho given the hitbox of the 1st kick as aa

[high]

-back dash
-aa special (*auto-correct)
-focus, dash back
-evasive rekka
-block
-lk (to hit or ch)/hk (to escape) cw
-j. ub jab/fierce/rh

[deep…how it should be]

-block
-low forward

edit: Question: i’m adding stuff to FLDojo thread and wondering: are they ever going to correct on http://www.eventhubs.com/guides/2009/jan/19/fei-long-street-fighter-4-character-guide/ that super and ultra don’t armor break? o.O

Hi everyone, I’ve been checking these forums for tips since SF IV came out and I have to say it has helped me a lot in getting to grips with the game and Fei Long in particular who I’ve been playing almost exclusively so far.

However upon reaching G2 in championship mode I seem to have hit a brick wall with the character. I have a hard time putting enough pressure on opponents to force hesitation/ mistakes.

My question is about blockstrings, I’ve seen them mentioned in threads here but I’m not entirely sure what they are (although I assume they are a series of quick attacks with the view to creating breathing space/ opening up a mix up game) could someone please clarify this and provide a few solid examples please? I’d appreciate it a lot thanks.

Excuse my first post I read the 1-800-help-a-nub thread and the blockstring thread in this subforum, it was on the second page though and although not very extensive I think I’ve enough to play around with.

Does EX Flame kick beats Lariat ?
(Can’t try it at the moment)

The first hit will, you’ll get 50/50 results on anything after.

does anyone have any good uses for any of fei’s cancellable normals? and what kind of frame advantage do they give on block and hit?

:u: not entirely sure of your question…

special cancelable?
super "?

do you mean using these normals as specific pokes? normal hit-placement? like, how to use them? plz xplain

^^^^talking about FADC his normals. i think every normal that is special cancellable, can be FADC’ed. just trynta see if anyone can see the use for any of them

Of all the moves that Fei has (specials and regulars), which force the most blockstun?

FADC is pointless for many normals unless you want to be safe. cr.MK for instance, will still give you a -13 disadvantage on back dash and -4 forward on hit. You might use back dash to avoid getting Giefed, but you have to sacrifice two whole blocks. Forward dash might be fun for mind games and positioning yourself for throws, but risky nonetheless. I’d refer back to the wiki for frame data on Hit stun/Block stun. It’s really simple math, subtract the frames of hit stun/block stun from Fei’s dash frames off of FADC (you lose 3 frames by using FADC, so it’s 20 forward and 29 back): http://shoryuken.com/wiki/index.php/Fei_Long_(SFIV)

[edit] Originally posted that you gain 1 frame off FADC, you actually lose 3 frames by doing it. [/edit]

Fei’s Rekkas do the most Block stun, but that’s not important to note. His Close MP is the next best alternative since it gives you a nice advantage on block. Focus Lv2 also gives you +5 on block if you forward dash.

On the subject of cancel-able normals, what is the best technique for getting a close HK to link to a Super? I always end up doing f+HK which is pointless up close.

Thanks! I play a super aggressive Fei Long (basically up in their face type). I was playing against a few Guile players last night and kept forcing them into the corner but couldn’t keep them down due to the fact that they recovered out of block by just using jabs.

On a side note, I broke Guile’s ultra on one occasion (after his first kick). Intercepted before he lifted for his second kick and comboed through.

if you are on a pad, its gonna be hard no matter what you do. but you could do qcf,qcf, hk~hp.(hk, hp slow enogh so you dont get the taunt tho) i prefer to just do hk, qcf x2+hp. and its just like i thought, 1 actual move worth fadc.

Wait.

I didn’t factor this in before, but a good way to recover some frames using FADC is to actually combo into the Focus Attack itself (rather than FADC). This way, you gain 1 frame on your dash, making Fei’s dash 16/25. This works on both hit and block, so if the attack is blocked, you might as well cancel into Lv1 FA.

For a confirmed cr.MK you can EX FA (no dash cancel) to move in for a -1 disadvantage (as opposed to -4 with FADC). You can also charge to lv2 for more stun and a frame advantage on forward dash.

In this instance, use the hit/blockstun on FA to calculate where you stand on frames.

Something like…

J.HK, St.HP xx (Level 1)Focus Attack > Dash > st.lp, st.HP xx Rekka ken

Does this sound right?

The dash will leave you at -1 from the lv1 FA no matter what, but yeah I guess you could use that as a mind game. Try lv2 for a chance at a crumple and for +5 on block.

cl.MP is probably the best as far as frames, although level 2 focus FADC as fast as possible also gives enough frames to where you can do mix ups. That’s mostly what I use for frame traps.

Man st.HK is so good once you get used to using it. That things hit box is the size of china.

That’s my problem, I rarely use HK at all. Being the fact that I stay close quite abit, I could see myself throwing in st.HK.

Can you give a few examples of frame traps that you employ or find effective (mix ups)?

think he was talking about using it as AA. almost never trades, granted you see the jump in coming. far more reliable than regular flame kicks. Ex flame kick is still the best IMO, but second has to be stHK.

Can you EX FADC a close HP anti-air into a CW (or other follow-up)? I’m too lazy to test this out and I still haven’t got the close HP anti-air down yet.

On another note, I broke my fightpad today… Gotta learn the 360 pad now :sad:

dude, that sucks. i broke my first one not too long ago. d-pad quit workin on ya, huh.